﻿using System;

namespace Valve.VR
{
	// Token: 0x020007FD RID: 2045
	public struct Compositor_FrameTiming
	{
		// Token: 0x04002E4F RID: 11855
		public uint m_nSize;

		// Token: 0x04002E50 RID: 11856
		public uint m_nFrameIndex;

		// Token: 0x04002E51 RID: 11857
		public uint m_nNumFramePresents;

		// Token: 0x04002E52 RID: 11858
		public uint m_nNumMisPresented;

		// Token: 0x04002E53 RID: 11859
		public uint m_nNumDroppedFrames;

		// Token: 0x04002E54 RID: 11860
		public uint m_nReprojectionFlags;

		// Token: 0x04002E55 RID: 11861
		public double m_flSystemTimeInSeconds;

		// Token: 0x04002E56 RID: 11862
		public float m_flPreSubmitGpuMs;

		// Token: 0x04002E57 RID: 11863
		public float m_flPostSubmitGpuMs;

		// Token: 0x04002E58 RID: 11864
		public float m_flTotalRenderGpuMs;

		// Token: 0x04002E59 RID: 11865
		public float m_flCompositorRenderGpuMs;

		// Token: 0x04002E5A RID: 11866
		public float m_flCompositorRenderCpuMs;

		// Token: 0x04002E5B RID: 11867
		public float m_flCompositorIdleCpuMs;

		// Token: 0x04002E5C RID: 11868
		public float m_flClientFrameIntervalMs;

		// Token: 0x04002E5D RID: 11869
		public float m_flPresentCallCpuMs;

		// Token: 0x04002E5E RID: 11870
		public float m_flWaitForPresentCpuMs;

		// Token: 0x04002E5F RID: 11871
		public float m_flSubmitFrameMs;

		// Token: 0x04002E60 RID: 11872
		public float m_flWaitGetPosesCalledMs;

		// Token: 0x04002E61 RID: 11873
		public float m_flNewPosesReadyMs;

		// Token: 0x04002E62 RID: 11874
		public float m_flNewFrameReadyMs;

		// Token: 0x04002E63 RID: 11875
		public float m_flCompositorUpdateStartMs;

		// Token: 0x04002E64 RID: 11876
		public float m_flCompositorUpdateEndMs;

		// Token: 0x04002E65 RID: 11877
		public float m_flCompositorRenderStartMs;

		// Token: 0x04002E66 RID: 11878
		public TrackedDevicePose_t m_HmdPose;
	}
}
